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TicTac

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  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539094#Comment_2539094

    Wait, what? You want to reward survivors for throwing the game? Um, I mean, yes! What a great idea. I really like this one. Please, let's add this to the game.

    I think you misread. Survivor, who dont kill themself on hook, when the killer camps, should be rewarded.

  • I dont want every killer to hardtunnel, but if we all survive on deadhook it just feels like the killer had mercy. And i dont want to win bc the other side isnt trying.

  • This question will probably be asked in the Q&A-stream. They will probably answer that its interesting, but they have nothing planned yet.

  • But the bloodpoint economy...

    Jokes aside i think they really dont want people to have too many high rarity offerings, items and addons. At the moment i still can use a lot of this things, but it would make it worse.

    In a interview they said that they are working on system to get perks faster. The interview is pinned in this forum if you havent read it.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523637#Comment_2523637

    Essentially.

    At a pallet pyramid head can:

    -Cancel m2 into an m1 with minimal movement penalty

    -Predict survivor movement and snipe them before they even drop the pallet

    -Hit them after during the pallet drop animation

    -Zone them after they've dropped a pallet and hit them while they are still stuck at the loop

    -If he is not capable of doing any of these, he can just break the pallet and catch up 5% faster than slinger.

    -Most of these also apply to windows.

    At a pallet the new deathslinger can:

    -ADS before they reach the pallet, and attempt to compensate for them dodging with his low sensitivity. Missing would likely mean being forced to break the pallet.

    -After the pallet has been dropped, Attempt to drag them/yourself over to their side of the loop for a hit. Not possible at all loops.

    -Break the pallet and attempt to catch up with a -5% movement speed penalty.

    -Only the first of these applies to windows.

    He is most certainly a worse Phead.

    Yh and then you have the cooldown. PH can spam, while deathslinger isnt even close with his best reload addons.

  • Isnt deathslinger now in almost every situation just an weaker pyramid? And pyramid has 115% and a second ability.

  • @Tsulan said:

    All i see are "infinite" flashlights and medkits. This will be like the old SC meta times.

    Flashlight and medkits feel even "infinite" right now with some addons. But i guess now we have speed medkits, which lasts for the entire game.

  • 5 minutes is too long. 1 minute or the first chase would be better.

    Personally i would prefer other things to slow the start down. Like reducing some map sizes (Red Forest) and letting survivor spawn closer together, so they cant start 3 gens immediately.

  • @Yamaoka said:

    If Nemesis pulls the tentacle camera up it can whip over small obstacles (pallets/windows). That's intended and also allows him to hit a survivor of his choice when he's getting blocked by another survivor.

    Are you sure? I heard from Otzdarva that looking up changes nothing. You can always hit over it. Its only better bc you see better.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520055#Comment_2520055

    I agree time divided by pallets used isnt a great metric but its better than just time or having chase not play into MMR at all. It is just the simplest way of doing it. I think youre right and assigning a value to each pallet but that seems a lot less likely for the devs to do and even if they do it to excecute it well.

    Yh it would be a lot of work and i dont know whether the devs know what pallet is strong or not. Then some pallets are useless against specific killer. This system would be really difficult to implement.

  • Hatch escapes should certainly count less. But i think it doesnt matter how you escape right now. It would be great if there was an incentive to help teammates escape, but i have no idea how they would implement that.

    Measuring chase is really hard. Time divided by pallets doesnt work without giving every pallet a value. Sometimes its even a good idea to play it safe and drop pallets. And there are many other things, you need to consider.

    Shouldnt a key raise the mmr? If people bring strong items, they need to play against stronger player to have a fair match.

  • Ranks, now called grades, mean nothing for matchmaking.

    So you cant know why you get this players. Maybe your rank needs more time to settle, maybe the win conditions of the mmr dont work, ...

  • People need to bring DS. If i get tunneled, i can buy enough time for gens. If a survivor without DS gets tunneled, we are sometimes survivor at 3 gens or even worse.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518814#Comment_2518814

    You are confusing item, map, an individual match and overall game balance. No one claimed that individual components are balanced. What I said is that the game overall is balanced, meaning that average 50/50 win/loss is the perfect balance.

    "make the next game unbalanced" - match, not game. Most of your argument is based on confusing match with game.

    You cant exclude parts of the game and talk about game balance. And evading arguments with semantics is the laziest way. Its obvious what i mean. Doesnt matter if i call it the next game, match, round, etc.

    Its pointless to argue with you. People like you never even think about changing their opinion, so its a time waste.

  • It is not balanced. You can say that you never reach high mmr with some killers and so they dont need to be balanced for that, but there is one problem.

    Lets say the mmr is perfect and 5 people with 1200 rating are in the same lobby. Seems balanced. But now one player feels like to equip a iridescent addon or anything strong. With one click they can raise their practical rating, but their actual rating remains the same. So every player has the option to make the next game unbalanced if they dont always play with the strongest equipment.

    And then there are maps. No map is unwinnable, but they have different kill rates, are better for some killer and perks (totem spots for example). But MMR-rating doesnt care for that. Some players could even have boosted MMR, bc they got lucky with maps. This doesnt affect only one playergroup. The players, which will always bring a map offering.

    So MMR rating would be only balanced between player, which always bring the strongest equipment and force a map. But then theres map rng and only one map can be chosen, so one side doesnt has the map advantage.

  • I will only write short answers if you want to know more, ask me about it.

    A) color has nothing to do with matchmaking

    B) 4 Kills

    C) its good to unlock teachables, but if you have every perk unlocked, its harder to get the perks you want. Prestige only if you want the bloody cosmetics.

    D) Tunneling is when you target the unhooked survivor immediately. There are many definitions and i tunnel sometimes. Play hiw how you want to be treated as survivor.

    E) Do what you want. I dont change my playstyle, when i see bp offerings, but when i started i tried to get many bloodpoints.

    F) i experienced more toxic survivor, but there are more survivor than killer.

    G) Nurse, Spirit and Blight are the strongest, but spirit gets a nerf. Hag and Huntress are strong, Cenobite and Nemesis are too new to measure, but i would say they are in the middle of strength, Ghostface is on the weaker side, but is still good.

  • @HollowsGrief said:

    I mean all these people saying mid tier killers are where every killer should be are dumb. Top tier are the only viable killers at high MMR and high tier are just slightly playable, everything else is just trash, that includes all mid tier killers.

    The problem is that its impossible to buff some killer powers to S-tier-level. So it would be easier to get all killer around B-tier and nerf survivor to this level. I just hope we get enough survivor changes.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513882#Comment_2513882

    I also dont use Items (unless a Challenge forces me to do or when I prestige). But, Killers only have a third of what Survivors have in their Bloodwebs, while gaining 30-50% more BPs each game AND have an easier access to Bonus-BPs with BBQ compared to WGLF. So trying to get a specific Add-On for Killer is easier than getting specific Add-Ons for Survivors.

    You can really delete a few Toolboxes, some of their Add-Ons, every Flashlight-Add-On except for Batteries and Low-Amp Filament, some Medkit Add-Ons, some Map-Add-Ons (in fact, only the Iridescent Map and Add-Ons which prolong the use or show the Auras/the Beam to all Survivors are really useful, the rest can go).

    But unless this happens, I dont really think that any Survivor Add-On should be nerfed.

    In my opinion both things have nothing to do with each other. And they dont need to nerf strong things into the ground. They can still be useful.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513756#Comment_2513756

    Calling Sabo "a nice option" is quite generous. Sabotage by default has to be weak. IMO it would be enough to have two Toolboxes and a handful of Add Ons. But you cannot really expect Survivors to have 60 things in the Bloodweb and nerf the few good things they have.

    At this point, Survivor Bloodwebs would just be done for Perks, there is really little value in doing them and nerfing Add-Ons further would just increase that.

    I personally almost never use items bc its my handicap. So i cant really understand your problem, bc if i want to use something, i have plenty of it. Before i started to play addonless on killer, i had this problem on some killer. Bc there are some with mostly useless addons, so you only use the same. So i think both sides have the same problem.

    Each map offerings makes it worse for green rarity and i have it easier to get iridescent keys than the purple ones. But maybe the devs dont want you to always use the same stuff. So they are happy with the current state and im fine with that. What are the things you rarely get?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513653#Comment_2513653

    Nah. But as I said, Survivors should keep their good stuff. But calling me biased because I dont think that Survivor Add-Ons (aside from Key Add-ons, but those will be changed) are that problematic is nonsense.

    And for me, they can nerf BNPs, I dont care at all. But if they nerf the only good Toolbox-thingy in the game, they should really consider if Survivors need 6 different Toolboxes and 11 different Add-Ons which are all weak in the game.

    I like the toolbox. Sabo is a nice option, but i wouldnt use it for that normally. Its better to use them to finish a gen to counter pop/ruin/tinkerer. Do you know the math how much seconds a toolbox can safe? You cant compare it to the old toolbox, but its still useful. Some addons are useless and should be changed.

  • Its for a beginner nurse. You dont extend your fatigue with a missed hit.

  • We need to give solo more info, but maybe the devs think its bad for the immersion. Like anyone is scared playing dbd after the first hours.

    - Survivor should see the loadout of their teammates before the match.

    - Totem counter, Base kindred (without killer aura), Survivor status in hud (in chase, on a gen, etc.)

    But if we really want to get close to competent swf, you need more drastic things:

    - Pinging the killer, gen (with progress), totems, exit. Pings would dissapear after 3 sec.

    - perks callout for the entire team (Ruin indicator, sloppy etc), Callouts for every perk added.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513155#Comment_2513155

    I'm not trying to fight, I have no reason to have anything against you. I was just saying that I already acknowledged that I wasn't trying to hijack your thread. I apologize if you felt that I was, but I don't like being told how to post. Let's just call it even.

    I dont think you wanted to hijack the thread. Im just long enough on this forum to know what can happen after one comment. So i inform people about it. You did the right thing with stopping it from escalating without needing my comment, but i had many threads where the opposite happened. It can escalate quickly, suddenly many people are involved and nobody can stop it anymore. But as i can see you seem to have it experienced yourself.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511636#Comment_2511636

    I already said that it wasn't my intention to do so and dropped the subject so with all due respect please don't instruct me as to how and what I should post.

    I only replied to your first post. And i honestly dont care if i shouldnt instruct you. I know that i cannot force you, thats why i said please. But if you still insist that my reply was unneccesary or even rude, i cant help you.

  • The 3 months after Resident Evil. The game was absolutely broken and is still worse than before.

  • Its hard to understand your post. Is the game killer or survivorsided in your opinion?

  • The first part is good, but the second are only your assumptions and you should not confuse people with that.

  • @miketheratguy said:

    I try not to play Wraith because I feel cheap and disrespectful to survivors when I do (I'm serious, that's how far it's come) so I don't know how much of his kit is base and how much of it is add-ons, perks and everything else. All I know is that I don't feel that he should be invisible, AND super fast while invisible, AND be able to see where everyone and everything is while invisible, AND be able to go in and out of invisibility within the span of two seconds, AND do it in complete silence, AND have a super lunge every time he does, AND be able to use all of the above with absolutely no cooldown or compensatory punishment whatsoever. I'm surprised that they haven't just taken him to his logical conclusion and given him a gun yet.

    Er, I mean, "he's fine, he's barely C-tier. I'm just mad because I can't "bully him anymore".

    Please dont make this a wraith discussion. Every addon is listed in the wiki if you want to list some.

  • I dont know how good you are, but playing deathslinger for the first time without good perks, is hard. If i play with nurse the survivor seem strong, too, but in reality they are just average and im a bad nurse. So they were probably only average and it would have been a fair match with another killer. The MMR gives every killer almost the same rating, even if you play for the first time. Average mmr survivor will finish the gens really quick if you cant land your shots with deathslinger.

  • I can understand if its someones absolute favourite map and they want to play it. But for me its only one map out of 36 and i get it so rarely, i didnt even realize how long it was gone.

  • Spine chill is really good. I mean you can vault faster. But i prefer resilience for that. Both use too many perk slots, so i drop exhaustion for it. Dont know if its worth it. Detecting killer is most of the time not useful, bc there are not many stealth killer, but maybe you finish a gen or an exit gate bc they look at you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509767#Comment_2509767

    Yeah but it's incredibly unbalanced, they are designed to be found and deactivated.

    The Game Map, the killer just needs to walk and break it from the other side. Personally, i would still disable the map but i see BHVR's logic with this.

    I am saying this as a killer main btw.

    The problem with Bhvrs logic is that there is no reason to disable all maps with such a bug. Its not like we have only 5 maps and if you disable too many, it would be a problem. With 36 maps you could disable half of them and it wouldnt be a problem.

    So maybe they just dont want to show how many maps have a problem right now. The vast majority of the playerbase only sees the ingame-notifications, otherwise they dont even know how many totems in the last months were uncleansable.

  • @Phasmamain said:

    I’m having no issue playing clown without tunnelling. I’m not even that good

    Yh, MMR really lets you decide how you want to play. But im not even sure that everyone, who complains, is high mmr. There are many killer, who overestimate themself.

  • I like to play against every killer. Well, Pinhead was frustrating, bc i needed to change my button settings, but it gets better. With spirit im not happy about the standstill mindgame, but otherwise its fun to never be safe.

  • I encounter noed maybe three times in 50 matches. If i have the time i do totems, but most of the time i would kill atleast one teammate with this.

  • If they would implement such a feature for every thing people complain about in this forum, they could just shut down the servers.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506097#Comment_2506097

    Ruin/Undying is a very strong combination, which is mitigated by the fact that the killer must go to the survivors to chase them away from the gens to get any regression, and the fact that it can be completely removed from the game.

    Tinkerer takes away the first drawback. You do not need to play the game well to get a lot of value out of Ruin, and if you have a map like Saloon or Midwich you have a very easy time because of the totem spawns. With Tinkerer, the part of Ruin which needs you to use your brain is removed almost entirely, especially since you can have multple Tinkerer procs per gen.

    Furthermore, the way to counter Tinkerer is to coordinate Tinkerer procs, yes? Now, attempt to do this in solo queue. You can't. You physically cannot because it requires you to coordinate anything, which in solo is already near impossible with the limited options you have.

    Not to mention, Tinkerer when used with Pop over RuinDying is still an issue for the exact same reasons, except you need to be decent at chases to get a lot of value from it. Alternatively, you just play Spirit with Ruin, Undying, Tinkerer, and Pop. Or Blight.

    Tinkerer is the problem child of the perk combo. Tinkerer needs the change, not the Ruin or the Undying. It is too overbearing on solo players and the only real counterplay is hoping the killer is bad, or playing in a SWF.

    I play only solo and with decent teammates its not hard to proc many tinkerer at once. Simply bc one gets chased and the three other start a gen immediately at the start of the game. Some spawn close to a gen, but even if there is a difference from 15 sec the killer is in trouble. Then you loop the arriving killer and if you can stall for 20 seconds, the killer hears another tinkerer and you go back to your gen. The last gens are more complicated, but if everyone is pushing gens tinkerer procs a lot. (2 survivor need around 30 sec to proc a tinkerer)

    The problem is if only half of the team is doing gens and the other is searching for the totem and doesnt find it quickly. Thats why i prefer to only look near me for the totem and dont do a map tour at the start. (except corrupt intervention) So for me the problem with solo que are still bad players, even when MMR made it better.

  • @GoodBoyKaru said:

    I wouldn't say to nerf the Ruin Undying combo. Just take the Tinkerer far, far away.

    @NomiNomad said:

    How would you nerf it? Undying has already been nerfed, and Ruin is fine.

    Tinkerer is the only problematic perk in that usual combo in my opinion.

    Tinkerer is not problematic in this combination. The problem are survivor with goldfish memory, who never return to the almost completed gen after they are chased away. This teammates are so frustrating. The killer cant stop 4 tinkerer at once. Even 2 are problematic. Tinkerer is consistent.

    Ruin/Undying is different. Totems spots are so inconsistent. On some maps i can spot them from 20 meters and on others i hear the sound first. So most of the time both totems are gone in one minute, but on others you need a map to get the same result.

    Personally i dont think any perk needs really a nerf, but i wouldnt care for a 1 minute cooldown for tinkerer on the same gen. Playing against a blight, who doesnt chase, can be boring.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/281162/behavour

    It's not really comparable for a pallet that can't be broken from one side only, to a totem that cannot be cleansed at all.

    That's one chase with that pallet, whereas that one totem can affect an entire game.

    I dont see the need to compare both issues. If an issue affects a match, the map should be disabled. There are enough maps in the game, even if 10 maps are disabled.

  • @Bwsted said:

    Does this mean they're gonna disable Lery's too? Christmas came early.

    Who knows. The bugged totem on the farm map some time ago, was not worth a map removal.

  • They will rework keys into a basekit mechanic. Probably around the anniversary event 2022.

    Edit: im just guessing the release.

  • So for your suggestion, you couldnt access your loadout after starting the match search?

  • I had some really bad teammates after rank reset, but yesterday it seemed fine again. And my bad teammates should have lowered my mmr. So maybe its the same as before. You get bad teammates bc there is nobody else available. But if you are really in elo hell, you need a swf or maybe try to survive always atleast 10 minutes and hope that your MMR increases.

  • Or you could use a stealth killer with lullaby. Its not a bad combo, but i would prefer undying or thrill to protect lullaby. So if the stealth is basekit, you have more perk slots.

  • Yh its a possibility. It could explain why the mmr stays low. If they escape with the hatch matches could be too quick.

  • @raze_ said:

    escape rate over 90%

    teammates i get still potatoes, killers i get either very bad or average

    SBMM change literally nothing for soloQ for me atleast.. time to find a SWF and play the game and have fun.

    BHVR you worked +1 year for something what doesnt even work, just saying.

    just find a SWF and have fun. BHVR doesnt care about soloQ and fair matches.

    How do you escape with potatoes? And how long are the matches?

  • I can tell you exactly what i would do, bc after i had all perks on all killer and for one survivor, i didnt need bloodpoints anymore.

    I removed bbq from almost every build. Thrilling is just more reliable. I only use BBQ on Billy and Blight, bc it has synergy with their power and if i would try to sweat, i would remove it. But thats bc info perks are worse than gen regression, bbq is still a good perk on some killer.

    A perk with only 2×bloodpoints i wouldnt use if it would mean i lose most of the time. But players, who start with the game, dont really have a choice if they want perks.

  • It was worse for me some days ago, too. I lost many games, but yesterday i got good teammates again. It shouldnt make sense, bc if i lost so much my mmr-rating should have gone down. So the best explanation is that depending on the time there are not enough player, so you get wider spectrum of skill. It was the same with the emblem system.

  • As killer i hook them and if they dont come back, i slug them. If they get crows after that, i kill them.

    As survivor im doing gens. If only one or two gens are left, i search for totems.

  • You should normally pip with that on bronze. But look at the emblems next time and you will see what the problem is.

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